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avoiding dirty mods


damiancds

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I'm looking for some information on dirty mods and avoiding them. A while back when I messed around with modding for Oblivion I remember there being something about dirty mods and I was hoping there was something similar for Fallout. Right now I'm running through the tutorial (my first vault...) and I haven't seen anything yet. Also, I've got an asterisk next to my vault 74a cell (vault74a*) and I was pretty sure that that meant it was dirty in Oblivion.

 

If anyone can explain it or point me in the right direction, please let me know.

 

thanks,

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The * means it has been modified.

 

When you open something, say, a quest or a script to check how it was done or something, and then save->close, the geck considers it as modified. Making the mod dirty.

A dirty mod is a mod that contains modifications, or should i say false modifications from these errors. Dirty mods should be loaded early so their dirty information is overwritten by more important mods.

To clean up a dirty mod, you need fo3edit.

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"dirty" means a mod modifies content accidently without intent

 

for example you created a new npc but checked another vanilla one to see how its done and accidently changed somin

 

an asterix gets added to every thing (im improving english here you see) that has been modified

 

dirty mods can result in game breaking problems like no npc talking anymore and nasty things like that

 

edit:

 

to fix it use FOMM or FO3Edit or even the GECK details view to delete these changed contents from an esp

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First I am a noob as far as this stuff goes who just knows enough about fo3edit and geck to get me into trouble. I am not sure if this is dirty mod related or not. But I have noticed that a number of mods including some really big name ones will have duplicate information from the master esm. I last noticed this causing a problem where the geck used a master that was a different language than my master - it was location names; in another case it was NPC names. I looked up info in f03edit I noticed that not only did the mod in question have this info repeated from their ESM, but other mods did too.
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First I am a noob as far as this stuff goes who just knows enough about fo3edit and geck to get me into trouble. I am not sure if this is dirty mod related or not. But I have noticed that a number of mods including some really big name ones will have duplicate information from the master esm. I last noticed this causing a problem where the geck used a master that was a different language than my master - it was location names; in another case it was NPC names. I looked up info in f03edit I noticed that not only did the mod in question have this info repeated from their ESM, but other mods did too.

First quit calling yourself a noob, unless you indeed are (something the real one seldom admit) you are a newbie until contrary proof :)

 

But, look, it's not the mod having duplicate names from the ESM... that mod may indeed mean to duplicate it, change it, yet they do not 'edit' the original, they makes a totally new object with the same name in another place, and the original is preserved. This is the reason the utilities reports they as duplicate.

 

The dirty mod is the one that edit original content by 'accident' being, so, highly subject of all kind of issues, or none, but yet they are 'dirty'.

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First quit calling yourself a noob, unless you indeed are (something the real one seldom admit) you are a newbie until contrary proof :)

 

But, look, it's not the mod having duplicate names from the ESM... that mod may indeed mean to duplicate it, change it, yet they do not 'edit' the original, they makes a totally new object with the same name in another place, and the original is preserved. This is the reason the utilities reports they as duplicate.

 

The dirty mod is the one that edit original content by 'accident' being, so, highly subject of all kind of issues, or none, but yet they are 'dirty'.

Thanks for the clarification.

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FOOK for example duplicates much of the info of its esm without changes, this is mostly to both have the versatility of having an esm (and thus, be able to create plugins without esmifying all the time) AND having the info in an esp so it can be properly placed in the load order.

 

Duplicates of info from fallout.esm are more likely to be accidental than those of other esm.

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